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path: root/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs (follow)
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* Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie2009-11-051-1/+21
| | | | | Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
* Separate folder and item limit for UDP inventory packets. Folder limit isMelanie2009-11-041-4/+5
| | | | | now 6, as before, item limit is 5. This should avoid most, if not all, oversized packets.
* Add an overload to OutPacket as per jhurliman. Switch hacky workaroundMelanie2009-11-041-5/+15
| | | | for InventoryDescendents to the proper way
* Bounce the pacjet items limit back up to 6Melanie2009-11-041-1/+1
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* Prevent autosplitting of inventory descendents packets. Also reduces theMelanie2009-11-041-1/+4
| | | | number of items per packet to 5 to prevent asserts
* Correctly set the totall number of descendents in inventory retrievalMelanie2009-11-041-3/+4
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* Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie2009-11-041-152/+94
| | | | | | | InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory.
* Convert the AvatarGroupsReply message to the event queue.Melanie2009-10-301-26/+39
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* Add a using for OSD to the client viewMelanie2009-10-301-0/+1
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* Fixed a regression in SendAvatarGroupsReply()John Hurliman2009-10-301-2/+2
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* * Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman2009-10-301-12/+14
| | | | | | packet is a mess and shouldn't be used at all (in favor of the event queue message) * Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
* * Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman2009-10-301-2/+0
| | | | | | | * Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
* * Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman2009-10-301-4/+7
| | | | | | | category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
* * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman2009-10-301-6/+6
| | | | * Prints a warning for any future packet splitting failures
* Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-101/+0
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* Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to testJohn Hurliman2009-10-281-1/+1
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* Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2009-10-281-7/+7
| | | | based clients can use UDP server that is inherited from LLUDPServer.
* * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman2009-10-271-3/+5
| | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-261-4/+14
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a ↵Dan Lake2009-10-261-0/+4
| | | | list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
* Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been ↵John Hurliman2009-10-231-13/+4
| | | | removed and several new parameters have been added to [ClientStack.LindenUDP]
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-231-71/+70
| | | | avoiding locking and copying the list each time it is accessed
* Add copyright header. Formatting cleanup.Jeff Ames2009-10-221-1/+1
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* * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman2009-10-211-3/+3
| | | | | | Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
* * Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman2009-10-211-24/+26
| | | | | | | empty instead of firing once per empty queue * Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
* * FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman2009-10-211-32/+10
| | | | | | if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work * Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
* * Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman2009-10-211-3/+3
| | | | | | per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
* * Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman2009-10-211-9/+2
| | | | | | | tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless * Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked * Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
* Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman2009-10-211-0/+6
| | | | handling with an interruptible wait handle
* Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman2009-10-201-6/+8
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* * Optimized sending of terrain dataJohn Hurliman2009-10-191-146/+166
| | | | | * Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management) * Added a debug line when resent packets are being sent
* * Removed OpenSim.Data.NHibernateJohn Hurliman2009-10-191-3/+3
| | | | * Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
* * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-191-45/+43
| | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
* * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-181-646/+369
| | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
* * Process the avatar terse update priority queue as soon as an update for ↵John Hurliman2009-10-181-40/+39
| | | | | | | our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block
* * Big performance increase in loading prims from the region database with MySQLJohn Hurliman2009-10-181-10/+14
| | | | | | * Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
* * Committing Nini.dll with the patch from #3773 appliedJohn Hurliman2009-10-171-1/+1
| | | | * Fixing a log message typo
* Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-171-17/+90
| | | | re-prioritizing updates
* Changing avatar movement updates to the Task throttle category until we get ↵John Hurliman2009-10-161-5/+6
| | | | finer grained prioritization of avatars vs. prims
* * Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman2009-10-161-84/+17
| | | | | | increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge * Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
* * Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman2009-10-161-1/+1
| | | | | | cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-7/+27
|\ | | | | | | prioritization
| * Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie2009-10-161-5/+22
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| * * Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2009-10-151-2/+5
| | | | | | | | | | | | | | avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
* | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-209/+135
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* | Replaced the update lists with a priority queue implementation in LLClientViewjjgreens2009-10-151-45/+179
| | | | | | | | | | | | | | Replaced the update lists with a priority queue implementation in LLClientView. The priority queues are based on the MinHeap implementation also included in this commit within the OpneSim.Framework namespace. Initially setup to exactly mimic the behavior beofre the change which was a first come first serve queue.
* | * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-151-1/+228
|/ | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* Merge branch 'htb-throttle' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-141-11/+39
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| * Merge branch 'master' into htb-throttleMelanie2009-10-141-11/+39
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| | * Better handling of missing assets.Diva Canto2009-10-131-9/+16
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